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Stats and Their Formulas

Last Updated: September 13, 2024

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In Throne and Liberty, understanding the hidden conditions and formulas for various Stats is important to optimize your gear and character builds. Several Stats, such as Critical Hit, Hit (Accuracy), Evasion, and Endurance, have diminishing returns or are reduced when interacting with opposing Stats. This is not explained in the in-game tooltips. For instance, Hit and Critical Hit are explained to increase your chances of not missing or landing a Critical Strike by 1% for every 10 points. This is often incorrectly confused as 1000 points in Hit guaranteeing a 100% Hit Rate, or 1000 points in Critical Hit guaranteeing a 100% Crit Chance. The correct way to understand your true Hit and Critical Hit is by using formulas that test it against its opposing Stat, Evasion, or Endurance. These formulas and additional Stat conditions are explained in detail below.

Stats

Auto-Attacks vs Abilities

The first thing to understand before learning about Stat formulas is that they only apply to Abilities and not Auto-Attacks. When it comes to Auto-Attacks, they follow their own conditions and parameters. This has not been tested thoroughly because it is mainly the weapon skills and abilities that contribute to the majority of outgoing damage.

Hit and Evasion

Evasion Chance Formula:
Evasion Chance = ((Your Evasion − Enemy Hit) / (Your Evasion − Enemy Hit + 1,000)) × 100%

Evasion Chance Formula for PvE (Diminishing Returns):
Evasion Chance = (Evasion) / (1,000 + Evasion) × 100%

Examples:

  • If your Evasion is less than the enemy's Hit, even by 10 points, your Evasion Chance is close to 0%.
  • If you have 1,900 Evasion and your enemy has 1,000 Hit, your Evasion chance is 47%.

Evasion provides a random chance to dodge an attack's Damage, Debuffs, and CC. Evasion is very powerful when heavily stacked, but it's countered by the enemy’s Hit stat. If the enemy’s Hit is higher than your Evasion, your Evasion becomes ineffective against them. Therefore, it's necessary to put significant investment into Evasion. To stack Evasion efficiently, you must know what the average Hit Ratings various weapons can achieve. On Global Launch, some of those averages are included below:

  • Greatsword players can achieve up to 900 Hit in Early Game gear, 1,100 in Mid-Game gear, and over 1,300 in End Game gear.
  • Staff players with the Victorious Energy Specialization on Victorious Energy can achieve up to 1,100 Hit in Early Game and Mid-Game gear and 1,300 in End Game gear.
  • Longbow with Dagger or Crossbow, as well as Wand with Dagger, can achieve up to 700-800 Hit in Early Game gear, 800-900 in Mid-Game Gear, and 1,200 in End Game gear.

Passives and Blocks that Increase Evasion:

  • Shadow Walker on Daggers grants up to 690 Ranged and Magic Evasion for 6 seconds after using a mobility skill.
  • Skillful Evasion on Sword and Shield (SnS) provides up to 420 Ranged and Magic Evasion. However, the Passive is considered unreliable since your stats in your Stat Menu do not increase, making it difficult to confirm if the skill is working as intended.
  • Detection on Crossbow increases your Melee, Magic, and Ranged Evasion by up to 410.
  • Overtaker increases Evasion by up to 970 on Fury Attack roll block.

These weapons can stack Evasion effectively, making it viable even against enemies with high Hit. If you’re not using SnS, Staff, Crossbows, or Daggers, consider stacking Endurances instead if you're not considering a full Melee Evasion build. Keep in mind with a Melee Evasion build to counter Greatsword, you are forced to sacrifice important Stats depending on your weapon build.

Critical Hit and Endurance

Critical Chance Formula:
Crit Chance = ((Your Crit− Enemy Endurance) / (Your Crit − Enemy Endurance + 1,000)) × 100%

Critical Chance Formula for PvE (Diminishing Returns):
Crit Chance = (Crit) / (1,000 + Crit) × 100%

Examples:

  • If your Crit is less than the enemy's Endurance, even by 10 points, your Crit Chance is close to 0%.
  • If you have 1,800 Critical Chance and your enemy has 1,400 Endurance, your Critical Chance is 29%.

A Critical Hit means you deal your maximum Base Damage on an attack. For example, if your Base Damage with a Wand is 50-250, and your skill Crits, the skill uses the 250 Base Damage in its damage calculation before additional modifiers are added. This also means that Healing skills can Crit. Contrary to how Critical Hit interacts with Endurance for DPS, Endurance does not reduce your chances of Critical Healing. Critical Hits are indicated by larger numbers that linger on the screen longer than regular hits.

Critical Damage is a separate stat that increases your attack damage whenever you land a Critical Hit. It is difficult to build Critical Damage as it's not found on many items or skills. Critical Damage does not increase the amount of your Critical Heals.

Similar to Evasion, to stack Endurance effectively, it's important to know the average Critical Hit various weapons can reach. Some of those averages are included below:

  • Dagger DPS players can achieve up to 900 Critical Hit Early Game, 1,300 Mid-Game, and 1,800 End Game.
  • Non-Dagger DPS players can achieve up to 700-800 Critical Hit Early Game, 800-900 Mid-Game, and 1,200 End Game.

Passives and Blocks that increase Critical Hit:

  • Daggers have one Passive that increases Critical Hit by up to 290.
  • Crossbows can increase Off-Hand Critical Hit chance by up to 90.
  • Longbow can increase Critical Hit by up to 24 per 1 metre from your target.
  • Overtaker increase Critical Hit by up to 410 for 5 seconds on Fury Attack standing block.

High Crit Hit and Crit Damage make your attacks significantly stronger, so aim for at least 1000 Crit. Weapons like Daggers and Longbow are excellent for increasing your Crit stat with little effort.

Glancing Chance

When an enemy is not able to Crit against you due to having higher Endurance, this is called Glancing. Glancing forces your enemy to deal Minimum Base Damage. The more Endurance you have over your enemy's Crit, the higher your Glancing Chance.

Note: Since Endurance reduces the chance of receiving Critical Hits. If your Endurance is higher than the enemy's Crit, they cannot Crit against you. Unlike Evasion, Endurance does not prevent damage or CC but can reduce the overall damage taken from Crits.

Skill Damage Boost and Skill Damage Resistance

Skill Damage Boost Formula:
Skill Damage Boost = ((Skill Damage Boost) / (Skill Damage Boost + 1,000)) × 100%

Skill Damage Resistance Formula:
Skill Damage Resistance = ((Skill Damage Resistance) / (Skill Damage Resistance + 1,000)) × 100%

Skill Damage Boost increases the extra damage you deal, while Skill Damage Resistance reduces the damage you take. These stats are multipliers and are crucial for your offensive and defensive capabilities. Focus on these stats when choosing accessory Traits. Skill Damage Boost also increases the amount you heal.

Bonus Damage and Damage Reduction

Bonus Damage adds a flat amount to every instance of damage you deal. For instance, if you have 100 Bonus Damage and your skill hits for 3,000, it instead hits for 3,100. This stat is particularly effective for multi-hit weapons like Crossbows. Damage Over Time (DoT) skills are not affected.

Damage Reduction (DR) is a stat that tanks and Endurance players prioritize. It reduces a flat amount of damage from whatever damage you receive, making you tankier overall. DR is especially effective against skills that deal most of their damage over multiple hits. It has less impact against skills that deal their damage in just 1 hit. In PvP, DR reduces damage 1:1. This can be explained through the following test that used a constant Melee Defense of 1,536, Greatsword Max Damage of 491, and Bonus Damage of 43:

  • 0 DR = 4,334
  • 6 DR = 4,329
  • 10 DR = 4,325
Tests of Damage Reduction Stat and Early Tests of Defense Stat

Buff Duration and Debuff Duration

Buff Duration increases the duration of all buffs cast on you or by you. It's important if your weapon relies on strong buffs like SnS, Wand, and Dagger (Camouflage Cloak and Shadow Walker).

Debuff Duration reduces the time you are affected by Debuffs, which includes Crowd Control (CC) like Stuns, Slows, Petrification, and Binds. This can be very beneficial if heavily stacked, particularly for tanks that want to minimize CC effects and DoT damage. There are diminishing returns on Debuff Duration. Some data points are included below.

Debuff Duration Diminishing Returns Data Points:

  • Debuff Duration of 34.2% = 28.21%
  • Debuff Duration of 30% = 25.28%
  • Debuff Duration of 24% = 20.83%
  • Debuff Duration of 18% = 16.1%
  • Debuff Duration of 12% = 11.06%
  • Debuff Duration of 6% = 5.7%
  • Debuff Duration of 3% = 2.98%

Cooldown Speed

Cooldown Speed to Cooldown Reduction Formula:
Cooldown Reduction = ((Cooldown Speed %) / (1 + Cooldown Speed %))

Cooldown Reduction of 93% Cooldown Speed
Cooldown Reduction of 33% Cooldown Speed

Cooldown Speed converts into Cooldown Reduction which decreases the Cooldown of your Active Abilities and Weapons with abilities. For example, a Cooldown Reduction of 48% means that a Cooldown of 12 seconds becomes 6.24 seconds (48% x 12 = 5.76. 12 - 5.76 = 6.24). You do not use Cooldown Speed to reduce a skill's Cooldown. The game calculates your Cooldown Reduction for you, saving you time from figuring it out yourself. However, there are Diminishing Returns the higher your Cooldown Speed.

Cooldown Speed Diminishing Returns Data Points:

  • Cooldown Speed of 93% = Cooldown Reduction of 48.187%
  • Cooldown Speed of 83% = Cooldown Reduction of 45.355%
  • Cooldown Speed of 49.66% = Cooldown Reduction of 33.182%
  • Cooldown Speed of 41.66% = Cooldown Reduction of 29.408%
  • Cooldown Speed of 33% = Cooldown Reduction of 24.812%
  • Cooldown Speed of 25.5% = Cooldown Reduction of 20.31%
  • Cooldown Speed of 19% = Cooldown Reduction of 15.966%

Heavy Attack Chance

Heavy Attack Chance Formula:
Heavy Attack Chance = ((Heavy Attack) / (Heavy Attack + 1,000)) × 100%

In addition to Crits, there’s another stat that can significantly increase your damage called Heavy Attack Chance. When it occurs, you see a "x2" next to your damage which means it dealt its damage twice. This stat is rare and mainly comes from weapon Traits and certain Passive abilities like Flame Condensation. It’s highly sought after by DPS players. Your heals have the possibility of Heavy Attacking as well.

Heavy Attack Evasion is a defensive stat that reduces the chance of receiving a Heavy Attack. However, it's rare and typically only available through guild perks, castle ownership, and food.

Defense

Defense is a base stat on all armor and accessories, providing general Damage Reduction from all attacks. All armour types (Plate, Leather, and Cloth) provide base Melee and Ranged Defenses, with Plate Armor generally offering more Melee and Ranged Defense. Higher rarity gear comes with higher Defense stats.

Chance vs Resistance

CC Chance/Resistance Stat Formula:
CC Chance/Resistance Stat = ((Chance or Resistance) / (Chance or Resistance + 250)) × 100%

This formula applies to various CC Stat Chances, such as Weakening, Sleep, Stun, Bind, and Petrification Chance. For example, if a skill has a Weaken Chance of 20% and you have 250 Weaken Resistance, which equates to 50% Weaken Resistance when using the formula, you reduce the enemy's Weaken Chance from 20% to 10% ((50% x 20%) x 100%) = 10%). Properly geared End Game builds have higher Perception which provides 5 Chance per point. As such, everyone has a certain amount of Chance that increases the base chance of their skill's CC or Debuff Chance. For example, if your skill's base Weaken Chance is 20% and you have 300 Weaken Chance, your skill's Weaken Chance total becomes 66%. However, always remember to calculate your chance against an enemy's Resistance to understand what your true Chance becomes.

Note: Chance only works to counter Resistance. It does not increase your overall Hit (Accuracy). Similarly, Resistance only works to counter Chance and does not decrease your Hit.

Summary

  • Do not confuse the 10 points = 1% increased stat chance in various tooltips as a 1:1 conversion. Most Stats have some form of diminishing return or are countered by an opposing Stat that reduces the chance of the Stat proccing.
  • It is difficult to stack Melee Evasion high enough to counter Melee Hit on Greatswords without sacrificing another important Stat, such as your second Evasion stat.

Credits

Written by EliEli
Reviewed by Yaen

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